Lines Matching defs:section

122     // wrapped in a table section box.
186 RenderObject* section = beforeChild->previousSibling();
187 if (section && section->isTableSection() && section->isAnonymous()) {
188 section->addChild(child);
206 RenderTableSection* section = RenderTableSection::createAnonymousWithParentRenderer(this);
207 addChild(section, beforeChild);
208 section->addChild(child);
382 if (RenderTableSection* section = firstBody())
383 extraLogicalHeight -= section->distributeExtraLogicalHeightToRows(extraLogicalHeight);
392 for (RenderTableSection* section = topSection(); section; section = sectionBelow(section)) {
393 section->layoutIfNeeded();
394 section->computeOverflowFromCells();
416 // If any table section moved vertically, we will just issue paint invalidations for everything from that
417 // section down (it is quite unlikely that any of the following sections
449 RenderTableSection* section = toRenderTableSection(child);
451 layouter.setChildNeedsLayout(section);
452 section->layoutIfNeeded();
453 totalSectionLogicalHeight += section->calcRowLogicalHeight();
455 section->recalcOuterBorder();
456 ASSERT(!section->needsLayout());
462 // anonymous table section) but our code is too crazy and this can happen in practice.
506 for (RenderTableSection* section = topSection(); section; section = sectionBelow(section))
507 section->layoutRows();
520 RenderTableSection* section = topSection();
521 while (section) {
522 if (!sectionMoved && section->logicalTop() != logicalHeight()) {
524 movedSectionLogicalTop = std::min(logicalHeight(), section->logicalTop()) + (style()->isHorizontalWritingMode() ? section->visualOverflowRect().y() : section->visualOverflowRect().x());
526 section->setLogicalLocation(LayoutPoint(sectionLogicalLeft, logicalHeight()));
529 if (sectionMoved && !section->selfNeedsLayout())
530 section->setMayNeedPaintInvalidation(true);
532 setLogicalHeight(logicalHeight() + section->logicalHeight());
534 section = sectionBelow(section);
577 for (RenderObject* section = firstChild(); section; section = section->nextSibling()) {
578 if (!section->isTableSection())
580 for (RenderTableRow* row = toRenderTableSection(section)->firstRow(); row; row = row->nextRow()) {
612 for (RenderTableSection* section = topSection(); section; section = sectionBelow(section))
613 addOverflowFromChild(section);
702 RenderTableSection* section = topSection();
703 if (section && !section->numRows())
704 section = sectionBelow(section, SkipEmptySections);
705 return section;
721 RenderTableSection* section = toRenderTableSection(child);
722 if (section->needsCellRecalc())
725 section->splitColumn(position, firstSpan);
746 RenderTableSection* section = toRenderTableSection(child);
747 if (section->needsCellRecalc())
750 section->appendColumn(newColumnIndex);
827 RenderTableSection* section = toRenderTableSection(child);
829 m_head = section;
831 m_firstBody = section;
832 section->recalcCellsIfNeeded();
837 RenderTableSection* section = toRenderTableSection(child);
839 m_foot = section;
841 m_firstBody = section;
842 section->recalcCellsIfNeeded();
847 RenderTableSection* section = toRenderTableSection(child);
849 m_firstBody = section;
850 section->recalcCellsIfNeeded();
858 // repair column count (addChild can grow it too much, because it always adds elements to the last row of a section)
862 RenderTableSection* section = toRenderTableSection(child);
863 unsigned sectionCols = section->numColumns();
882 // Determined by the first cell of the first row. See the CSS 2.1 spec, section 17.6.2.
936 // Determined by the last cell of the first row. See the CSS 2.1 spec, section 17.6.2.
1035 if (RenderTableSection* section = bottomSection()) {
1036 borderWidth = section->outerBorderAfter();
1062 for (RenderTableSection* section = topSection(); section; section = sectionBelow(section)) {
1063 int sw = section->outerBorderStart();
1089 for (RenderTableSection* section = topSection(); section; section = sectionBelow(section)) {
1090 int sw = section->outerBorderEnd();
1102 RenderTableSection* RenderTable::sectionAbove(const RenderTableSection* section, SkipEmptySectionsValue skipEmptySections) const
1106 if (section == m_head)
1109 RenderObject* prevSection = section == m_foot ? lastChild() : section->previousSibling();
1120 RenderTableSection* RenderTable::sectionBelow(const RenderTableSection* section, SkipEmptySectionsValue skipEmptySections) const
1124 if (section == m_foot)
1127 RenderObject* nextSection = section == m_head ? firstChild() : section->nextSibling();
1157 // Find the section and row to look in
1159 RenderTableSection* section = 0;
1162 // cell is not in the first row, so use the above row in its own section
1163 section = cell->section();
1166 section = sectionAbove(cell->section(), SkipEmptySections);
1167 if (section) {
1168 ASSERT(section->numRows());
1169 rAbove = section->numRows() - 1;
1173 // Look up the cell in the section's grid, which requires effective col index
1174 if (section) {
1176 RenderTableSection::CellStruct& aboveCell = section->cellAt(rAbove, effCol);
1186 // Find the section and row to look in
1188 RenderTableSection* section = 0;
1190 if (r < cell->section()->numRows() - 1) {
1191 // The cell is not in the last row, so use the next row in the section.
1192 section = cell->section();
1195 section = sectionBelow(cell->section(), SkipEmptySections);
1196 if (section)
1200 // Look up the cell in the section's grid, which requires effective col index
1201 if (section) {
1203 RenderTableSection::CellStruct& belowCell = section->cellAt(rBelow, effCol);
1213 RenderTableSection* section = cell->section();
1219 RenderTableSection::CellStruct& prevCell = section->cellAt(cell->rowIndex(), effCol - 1);
1230 return cell->section()->primaryCellAt(cell->rowIndex(), effCol);